﻿Shader "CCGame/CCWater"
{
    Properties
    {
        [Heaer(Normal)]
        [NoScaleOffset][Normal] _NormalMap("NormalMap", 2D) = "bump" {}
        _NormalStrength("Normal Strength", Range(0,1)) = 0.5
        
        _Size("Size", Range(0,2)) = 0
        _Speed("Speed", Range(0,1)) = 0
        
        _Transparency("Transparency", Range( 0 , 10)) = 0
		_Smoothness("Smoothness", Range( 0 , 10)) = 1
		_FoamColor("Foam Color", Color) = (0,0,0,0)
		_TopColor("Top Color", Color) = (0,0,0,0)
		_MidColor("Mid Color", Color) = (1,1,1,0)
		_BottomColor("Bottom Color", Color) = (0,0,0,0)
		
		_WaterFalloff("Water Falloff", Range( -1 , 0)) = 0
        
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }

        Pass
        {
            Name "WaterShaing"
                   
            HLSLPROGRAM
                
            #pragma prefer_hlslcc gles
            
            
            // GPU Instancing
            
            #pragma multi_compile_instancing;
            #pragma multi_compile_fog
            
            #include "CCWater.hlsl"
            
            
            #pragma vertex WaterVertex
            #pragma fragment WaterFragment
            
            ENDHLSL
        }
       
    }
}